As a 4e fan I have a confession to make - I don't like solo monsters. Fights against varied groups of antagonists just feel more tense and dynamic. Of course I've never really found an RPG where 5 vs. 1 is very exciting.
As a 4e fan I have a confession to make - I don't like solo monsters. Fights against varied groups of antagonists just feel more tense and dynamic. Of course I've never really found an RPG where 5 vs. 1 is very exciting.
As a 4e fan I have a confession to make - I don't like solo monsters. Fights against varied groups of antagonists just feel more tense and dynamic. Of course I've never really found an RPG where 5 vs. 1 is very exciting.
Toss in a few minions and some interesting terrain, see what happens...it was totally awesome, the party fought it in a sawmill with falling logs, swinging derricks, a saw with an innocent maiden about to get cut in half, the whole nine yards...Most fun fight I've had in a good while I think.
There is no mechanical substitute for good encounter design. Mechanical tools may help inspire you to better encounter design, and a solid mechanical foundation may make encounter design speedier, but ultimately each encounter is a little mini-game and designing them is as much art as science.
One of the reason that prep is so important is precisely because certain aspects of design are so hard that you probably won't just luck into them by improvisation. Setting and planned diversity are essential. Since a lot of this talk seems 4e centric, one thing you might try is adding encounter powers to a monster that depend on its setting, explicitly letting the monster use the terrain to its advantage and formalizing the sort of 'stunts' you are going to let the monster take. For the fight in the Sawmill, these might include things like, "Drop through the Floor", "Lower the Boom", "Bring down the House" and so forth. This avoids the problem NJC had where after you blow your monsters encounter power, its not obvious what there is that is interesting to do next.
Of course, you don't need 4e to have this mind set, you just need some sort of way of resolving the action. Those little packets of narrative power can be created independently of a 4e style stat block, for any addition, using basically the same techniques you use to make the power entry in a 4e stat block.
Hmmmm, as opposed to what? Your 1e red dragon, rounds 1-3 breath, round 4+ claw/claw/bite. Clearly in neither case is it the rolling of dice and delivering of hits that is the fun part. A 4e dragon that just sits there and dukes it out is no more or less boring than a 1e dragon that does the same thing. I guess the moral of the story might be that the system can't make things exciting.
you can't trade down in Vancian (take a level 1 instead of a level 2 spell)
Wrong.
I thought it was random when 1E dragon could breathe again? And, the evil dragons did have a small chance of spell use.
But, the main difference is that a combat vs a dragon in 4E vs one in 1E or 2E is that the combat in 4E would last a lot longer at the table (leaving 3E out, as I found that to take longer than all of them)